week 9 post 1: gamification definition

What is Gamification and Why Use It in Teaching? | The Innovative Instructor (jhu.edu)

 

Gamification is defined as the application of typical elements of game playing.  

  • - (Rules of play, point scoring, competition with others) to other areas of activity, specifically to engage users in problem solving. 

  • has been used in marketing, but also has applications in education. In addition to promoting specific learning gains, games are a form of active learning. 

  • In some cases, gamification includes the use of badges – think scouting merit badges in digital form – to promote learning for example khan academy has a badging system.  

  • the objective is to gamify the process not the outcome. 

  • Gamification was commonly found in marketing strategies, it is now being implemented in many educational programs as well, helping educators find the balance between achieving their objectives and catering to evolving student needs. 

  • five-part process for applying gamification to the instructional environment. 

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